My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Mediocre
Versatility
Good
F2P score
Bad

1 problems 2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. Consider adding one of these:

Let's fix it!

Let's fix it!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Minions

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Royal Giant Mighty Miner

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Royal Giant

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap The Log

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Royal Giant

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Missing

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Royal Giant Mighty Miner

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Mighty Miner

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Minions Royal Giant Guards Skeleton Army Mighty Miner
Giant Snowball
Minions Cannon Guards Skeleton Army Mighty Miner
Zap
Minions Cannon Royal Giant Guards Skeleton Army Mighty Miner
Barbarian Barrel
Cannon Guards Skeleton Army
The Log
Cannon Royal Giant Guards Skeleton Army
Earthquake
Cannon Guards Skeleton Army
Arrows
Minions Guards Skeleton Army
Royal Delivery
Minions Guards Skeleton Army
Fireball
Minions Cannon Skeleton Army Mighty Miner
Poison
Minions Cannon Guards Skeleton Army
Lightning
Cannon Mighty Miner
Rocket
Mighty Miner

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap The Log

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Guards Skeleton Army Mighty Miner

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Royal Giant Skeleton Army

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Minions

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

Bad

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Zap The Log Minions Cannon Guards Skeleton Army Mighty Miner Royal Giant

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

10 Zap The Log Minions Cannon

Attack Synergies 1 8

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Zap
Minions Royal Giant Guards The Log Mighty Miner
Minions
Royal Giant Zap
Cannon
Royal Giant
Minions Zap Guards The Log
Guards
Zap Royal Giant The Log
Skeleton Army
The Log
Zap Royal Giant Guards
Mighty Miner
Zap

Defense Synergies 2 13

Zap
Cannon Minions Guards Skeleton Army The Log Mighty Miner
Minions
Zap Cannon The Log
Cannon
Zap The Log Minions Guards Skeleton Army Mighty Miner
Royal Giant
Guards
Zap Cannon Skeleton Army The Log
Skeleton Army
Zap Cannon Guards The Log
The Log
Cannon Zap Minions Guards Skeleton Army
Mighty Miner
Zap Cannon

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Zap Minions Cannon The Log
Skeleton Army Zap Minions Cannon The Log
Cannon Skeleton Army Minions
Cannon Skeleton Army Minions Guards
Skeleton Army The Log
Skeleton Army The Log Zap Minions Cannon Guards
Minions Zap Cannon
Zap Cannon The Log
Cannon Mighty Miner Minions Skeleton Army
Guards Skeleton Army Cannon
Minions Guards Skeleton Army Zap Cannon The Log
Minions Zap
Cannon Skeleton Army Zap Minions Guards The Log
Skeleton Army Zap Minions Cannon Guards The Log
Skeleton Army Cannon
Skeleton Army Zap Cannon The Log
Minions Cannon Skeleton Army
Cannon Zap Minions Guards Skeleton Army The Log
Zap The Log Minions Cannon Guards
Cannon
Skeleton Army Minions Cannon Guards The Log

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Guards Skeleton Army Zap
Zap The Log
Guards Skeleton Army Zap Minions The Log
Guards Skeleton Army Zap The Log
Cannon Guards Skeleton Army Mighty Miner
Zap Minions
Guards Skeleton Army Minions
Mighty Miner Skeleton Army
Zap Minions Skeleton Army The Log
Cannon Guards Skeleton Army
Minions Guards
Skeleton Army Zap Guards The Log
Skeleton Army Cannon Guards
Cannon Skeleton Army
Guards Skeleton Army Zap Minions The Log Mighty Miner
Minions Zap Cannon The Log Mighty Miner
Zap Cannon

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Guards The Log
Zap The Log
The Log
Guards The Log
Zap The Log
Zap Minions
The Log
The Log Zap
The Log Zap
Minions Guards
Zap The Log
Zap
The Log
Minions
Zap The Log
Zap The Log
The Log
Minions
Zap The Log
Zap The Log
Minions The Log
The Log
Zap The Log
Zap The Log
The Log Zap
Zap The Log
Zap The Log
Zap
Zap Minions Guards
Zap The Log
Zap
Mighty Miner
The Log
Zap Minions Guards Skeleton Army
Zap
The Log
The Log Zap
Zap
Zap Minions Guards The Log
Zap
Zap The Log

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